Post by loriel on Sept 4, 2010 17:00:34 GMT
Threads re-posted from the old forum (http://forums.elricm.com/emma) relating to Grumpy's various buildings:
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Posted by: Tim
Post Posted: 26 Feb 2006 03:12 pm Post subject: DomeHome
Post by: thosrtanner on January 15, 2006, 13:06:16
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I downloaded this thisweekend- and it's a nice place (well, once I had realised I had manged to enable both the Morrowind and Tribunal versions - disabling one stopped the frame rate collapsing to less than 10FPS!). Anyway, could I ask why mod changes the slave bracers (it adds restore health and restore fatigue effects to them).
I modded the bracers back to the original and run through testool - which scrubbed quite a lot of other stuff as well. I'm not really that well educated in modding so I don't know whether that's a good or a bad thing, if anyone could comment. :help:
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Posted by: Emma
Post Posted: 26 Feb 2006 03:13 pm Post subject:
You are right - it DID change the slavebracer enchantment!! :shock:
I'm sorry - I have no idea why, as I didn't make the original housemod Confused - but I have fixed it now.
I suggest that you go and download a new rar-file - it has been updated on all places. TESTool is wellknown for screwing up dialog intense mods completely, which means that you should never use it on anything of mine. You have probably deleted half of the dialog as well as the changess to the enchantments. *
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Posted by: Tim
Post Posted: 26 Feb 2006 03:15 pm Post subject: RE: DomeHome
Post by: thosrtanner on January 15, 2006, 14:44:41
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Righto. Thanks.
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Posted by: Tim
Post Posted: 26 Feb 2006 03:18 pm Post subject: DomeHome compatability question
Post by: Elwyn on January 15, 2006, 15:19:36
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I have the house in Balmora from Morrowind Abodes which is right next to where this mod is. Will they be compatible, or, as I am thinking, I should not try using DomeHome because of the nearly identical locations?
Thanks!
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Posted by: Emma
Post Posted: 26 Feb 2006 03:19 pm Post subject: Re: DomeHome compatability question
Elwyn wrote: I have the house in Balmora from Morrowind Abodes which is right next to where this mod is. Will they be compatible, or, as I am thinking, I should not try using DomeHome because of the nearly identical locations?
Thanks!
I believe they will be completely incompatible, I'm afraid.
I have been usiing that Morrowind Abode, too, but removed it in favour for Domehome (which in my very biased opinion of course is even better Wink).
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Posted by: Tim
Post Posted: 26 Feb 2006 03:22 pm Post subject: RE: DomeHome compatability question
Post by: Elwyn on January 16, 2006, 17:33:41
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OK, that helps: I will probably get rid of the old Abode (I am not all that attached to it, it's a convenient location) in favor of DomeHome: but first I have to find a temporary cache for all my stuff I have stashed in the house. I have a collection of ash statues, glass armor/weapons, and (my pride and joy) my helm collection! Plus books, keys, soul gems...etc.
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Posted by: Emma
* Post Posted: 26 Feb 2006 03:23 pm Post subject:
Elwyn wrote: OK, that helps: I will probably get rid of the old Abode (I am not all that attached to it, it's a convenient location) in favor of DomeHome: but first I have to find a temporary cache for all my stuff I have stashed in the house. I have a collection of ash statues, glass armor/weapons, and (my pride and joy) my helm collection! Plus books, keys, soul gems...etc.
Yes, that's like in real life, isn't it? The worst part with moving to a new place is that you have to pack and move all your stuff. As you cannot get a truck in Morrowind, I suggest that you go and get yourself some good companions to help you carry the loot out of the house. Wink
Maybe you should quick-start a new game with Domehome enabled and go and have a look there first, before you disable the abode from your ongoing game? I mean, it would be annoying if you found that Domehome didn't fit your taste at all, after you have removed all those items and changed house.
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Posted by: Tim
Post Posted: 26 Feb 2006 03:24 pm Post subject: RE: DomeHome compatability question
Post by: Elwyn on January 17, 2006, 21:28:41
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Both very good ideas, thanks!
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Posted by: intrepidacious
Post Posted: 21 Mar 2006 06:16 pm Post subject: Ingred has no head!
My father cleaned his save game of my house mod and of Domehome (since Ingred had stopped following him and no amount of other tricks like 'startcombat player' and so forth would work).
Ingred is back and behaves, but is headless. He cleaned the game of Domehome again and tried again, to no avail.
I checked out the thread regarding Laura being headless but the link you offered doesn't work any more (since it pointed to an elricm thread I guess).
Any suggestions for him? He was going to go back to an earlier save but I asked him to wait for now.
Thanks
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Posted by: Emma
Post Posted: 21 Mar 2006 11:54 pm Post subject:
Hi,
Check part 2 and 3 in this pinned thread: forums.elricm.com/emma/viewtopic.php@t=696
about tips and trouble-shooting for companions Wink.
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Posted by: intrepidacious
Post Posted: 22 Mar 2006 05:13 am Post subject:
Thanks. I looked down through the messages but my brain tends to skip past the pinned ones. BAD brain!
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Posted by: intrepidacious
Post Posted: 25 Mar 2006 11:51 am Post subject:
Arrgh! Talking with my dad on the phone, following the instructions to clean the NPC-line, doing it on my PC also (I'm using an trash save that I know I don't need) just so that I can see roughly what he's seeing.
Everything is fine up to deleting. He sees the "NPC_" line that has the "1grem_Ingred" name in it, so I'm sure that's the one he has to delete. (My trash savegame didn't have that line but it did have a line for Laura so I was fiddling with that one.)
But the instructions say:
- "DELETE this line. Use the "delete"-tab. You will get a question
- if you really want to delete the line, say OK to this. "
What delete tab? Can't see a way to delete the line or mark it deleted. What am I missing?
I tried other things, like using the Delete key or Shift-Delete, but that just offers to set that line to "ignore", which is not what we want according to the instructions. It puts the "|" character in the Ignore column. Right-clicking doesn't bring up a popup menu.
Here's a screenshot if that helps -- you can see I tried just hitting the Delete key on the keyboard and said "yes" to the prompt, which marked it as Ignore. This is on my PC using a trash savegame file anyway.
gov.thebigride.net/sample.jpg
* _________________
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Morrowind is the great equalizer -- it challenges both old systems and new.
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Posted by: Tim
Post Posted: 25 Mar 2006 12:38 pm Post subject:
You're on the right track Intrepidacious, after that line is marked as Ignored, save the plugin. It will be deleted then. You can double check this by opening it again in the CS and verifying that the line you marked is gone.
If you have any more questions, just ask away Very Happy
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Posted by: intrepidacious
Post Posted: 25 Mar 2006 12:42 pm Post subject:
OK, thanks, didn't want to tell him to do that if there was a significance between "Ignore" and "Delete".
So I guess "Ignore" means for the game to ignore it when you load the savegame, so that when you then re-save, you end up with a save that doesn't have that line in it.
Really appreciate the help, my Dad was kinda stuck since Ingred seems to be his favorite companion, and a headless Ingred isn't exactly desirable. Very Happy
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Morrowind is the great equalizer -- it challenges both old systems and new.
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Posted by: Tim
Post Posted: 25 Mar 2006 12:45 pm Post subject:
intrepidacious wrote: OK, thanks, didn't want to tell him to do that if there was a significance between "Ignore" and "Delete".
So I guess "Ignore" means for the game to ignore it when you load the savegame, so that when you then re-save, you end up with a save that doesn't have that line in it.
Really appreciate the help, my Dad was kinda stuck since Ingred seems to be his favorite companion, and a headless Ingred isn't exactly desirable. Very Happy
Actually, I think "Ignore" means for the CS to ignore that info when it saves the esp. In other words, when it is rebuilding the esp with the changes you made, ignore putting the info marked with the vertical line into the file.
I hope that makes sense Smile
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Posted by: Val
Post Posted: 09 Apr 2006 09:31 am Post subject: Error messages with Asgard 3.3
I get a warning everytime I start Morrowind ever since I installed Asgard 3.3. The warning txt file has the following info:
One of the files that "Clean Asgard3.3.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
Could this be a potentially fatal flaw that will corrupt a future save, if so, how do I fix it? In any event, it would be nice not to get an error msg each time I start the game.
BTW, I really love Asgard, particularly the armor mannequins.
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Posted by: Emma
Post Posted: 09 Apr 2006 09:39 am Post subject: Re: Error messages with Asgard 3.3
Val wrote: I get a warning everytime I start Morrowind ever since I installed Asgard 3.3. The warning txt file has the following info:
One of the files that "Clean Asgard3.3.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
Could this be a potentially fatal flaw that will corrupt a future save, if so, how do I fix it? In any event, it would be nice not to get an error msg each time I start the game.
BTW, I really love Asgard, particularly the armor mannequins.
the first warning message only says that you have another version of the MW CD than the one Grumpy used when he created Asgard. this shouldn't cause any problem at all.
My guess for the other error messages is that you have more mods than Asgard that affects the same area of Balmora. If you look at the exteriors, you might possibly find some glitches or oddities. For instance, without the patch, youshould have problems using Asgard together with Balmora Expanded. Well, maybe not problems, but som oddities in how the area look.
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Posted by: Val
Post Posted: 09 Apr 2006 12:59 pm Post subject:
Thanks for the very timely response. I actually ran TES Tools and it cleared up the error messages. Everything is running great now. BTW, I am about to load up your Laura Craft mod as I start Tribunal today. I can't wait to see what that quest has to offer. I'm actually looking more forward to that than playing the Tribunal quests. Thank you so much for offering such quality mods and an awesome site to go with it. I just wish Grumpy was around so he could see how much enjoyment we are all getting out of his efforts.
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Posted by: Emma
Post Posted: 09 Apr 2006 01:31 pm Post subject:
Val wrote: * Thanks for the very timely response. I actually ran TES Tools and it cleared up the error messages. Everything is running great now. BTW, I am about to load up your Laura Craft mod as I start Tribunal today. I can't wait to see what that quest has to offer. I'm actually looking more forward to that than playing the Tribunal quests. Thank you so much for offering such quality mods and an awesome site to go with it. I just wish Grumpy was around so he could see how much enjoyment we are all getting out of his efforts.
Hope you will enjoy Laura's company Smile. But... please don't use TES-tool on her or any of my other mods! TEStool may be excellent in other aspects, but it breaks dialog intense mods like mine.
I also wish that Grumpy had been around to see that his work is still appreciated... I hope he still knew it when he passed away - and that he felt how love and respected he was in the ES-community Smile.
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Posted by: Val
Post Posted: 09 Apr 2006 02:55 pm Post subject:
Thanks for the heads-up. I'll shelve TESTools permanently.
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Posted by: Oubliette
Post Posted: 09 Apr 2006 09:03 pm Post subject:
Val wrote: Thanks for the heads-up. I'll shelve TESTools permanently.
Testool has it's uses. Like merging lists and cleaning mods of those gmst's, you just need to know how to use it and what to use it on Mr. Green
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Posted by: Emma
Post Posted: 10 Apr 2006 12:47 am Post subject:
I agree with Dark Diva - TESTool is a good tool - just keep it miles away from everything dialog related. Wink
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Posted by: Val
Post Posted: 24 Apr 2006 04:30 am Post subject: Domehome + Asgard = buried Asgard rear entrance
Is there a way to "move the dirt" that covers up the rear entrance to Asgard?
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Posted by: Emma
Post Posted: 24 Apr 2006 04:55 am Post subject: Re: Domehome + Asgard = buried Asgard rear
entrance Val wrote: Is there a way to "move the dirt" that covers up the rear entrance to Asgard?
Yes, use the patch, downloadable from my site... Wink
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Posted by: Val
Post Posted: 24 Apr 2006 03:26 pm Post subject:
Woot! Very Happy
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Posted by: Emma
Post Posted: 24 Apr 2006 03:33 pm Post subject:
Sorry, should have added a link: lovkullen.net/Emma/Domehome.htm
scroll down to the bottom.
There are fixes for both Domehome and Asgard and Domehome/Asgard and Balmora Expansion.
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Posted by: Val
Post Posted: 25 Apr 2006 02:25 pm Post subject:
Emma wrote: Sorry, should have added a link: lovkullen.net/Emma/Domehome.htm
scroll down to the bottom.
There are fixes for both Domehome and Asgard and Domehome/Asgard and Balmora Expansion. *
Thanks again. Had I read down when I downloaded Domehome, I would have found the link. It's kinda like my wife always tells me, "if it was a snake, it woulda' bit you".
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Posted by: osiris
Post Posted: 12 May 2006 07:19 am Post subject: Re: Domehome + Asgard = buried Asgard rear entrance
Emma wrote:
Yes, use the patch, downloadable from my site... Wink
I haven't understood if this patch is for the only - Morrowind version or for the Tribunal version of Asgard...
I'm just curious: don't need other houses in Balmora! Wink Mr. Green
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Posted by: Emma
Post Posted: 12 May 2006 09:49 am Post subject: Re: Domehome + Asgard = buried Asgard rear
entrance osiris wrote: Emma wrote:
Yes, use the patch, downloadable from my site... Wink
I haven't understood if this patch is for the only - Morrowind version or for the Tribunal version of Asgard...
I'm just curious: don't need other houses in Balmora! Wink Mr. Green
For Tribunal version Wink
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Posted by: Val
Post Posted: 11 Jun 2006 04:42 pm Post subject: Duplicate doors
I've recently added some additional mods and after doing so I noticed that some of the interior doors in Domehome have been duplicated, particularly the bedroom doors. This has also happened with the glass display doors in Korana's Solsteim Castle. It is particularly annoying and I would love to know if there is a way to delete the duplicates. I thought maybe TEStools could be used to merge these objects, but it doesn't appear to work. Any ideas on how to fix this?
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Posted by: Kateri
Post Posted: 11 Jun 2006 05:00 pm Post subject:
Wrye Mash
It's a bit of a performance to get it up and running, but once it's set up, it's indispensible. I couldn't live/mod/play without it Smile
K.
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* Posted by: Val
Post Posted: 11 Jun 2006 09:08 pm Post subject:
Excellent. I've heard of the program - time to now put it to work. Thanks for the reply!
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Posted by: Dimeron
Post Posted: 19 Jun 2006 12:39 pm Post subject: attack of the clones, in the domehome
Hello, I seem to have run into this funny little problem.
Basiclly, I took the 3 servents from the domehome, Berna, Beth, and Meira to Canadianice's shop for an upgrade of uniform. When i returned to domhome, lo and behold, there are another berna, beth and meira in the home. So now I got 6 servents. So i'm just wondering, is there anyways to fix this problem and remove the clones.
Thanks.
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Posted by: Emma
Post Posted: 19 Jun 2006 12:47 pm Post subject: Re: attack of the clones, in the domehome
Dimeron wrote: Hello, I seem to have run into this funny little problem.
Basiclly, I took the 3 servents from the domehome, Berna, Beth, and Meira to Canadianice's shop for an upgrade of uniform. When i returned to domhome, lo and behold, there are another berna, beth and meira in the home. So now I got 6 servents. So i'm just wondering, is there anyways to fix this problem and remove the clones.
* Thanks.
Have you recently added new mods to your game? This sounds like a doubling bug with a corrupt save game, probably because of adding new mods and changing the load order. Can be fixed easily with Wrye Mash!
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Posted by: Bobben
Post Posted: 01 Jul 2006 03:02 am Post subject: Disappearing Domehome Staff. Can they be
replaced? Reading some of the Companion threads I was reminded that I've lost two of the staff from the Domehome.
I'd transferred them to another manor when I was having trouble between Domehome and Balmora Expanded. When I fixed that I called them back. Meira and Beth came back but Beth went feral and tried to kill me.
After two reloads Meira stabbed her to death while I was trying to dispel her. I figured sixth house dreams had got her and gave up on her. Berna just never reappeared at either location.
Is there some way I can get them back? : Sad Sad
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Posted by: Emma
Post Posted: 04 Jul 2006 12:20 pm Post subject: Re: Disappearing Domehome Staff. Can they be
replaced? Bobben wrote: Reading some of the Companion threads I was reminded that I've lost two of the staff from the Domehome.
I'd transferred them to another manor when I was having trouble between Domehome and Balmora Expanded. When I fixed that I called them back. Meira and Beth came back but Beth went feral and tried to kill me.
After two reloads Meira stabbed her to death while I was trying to dispel her. I figured sixth house dreams had got her and gave up on her. Berna just never reappeared at either location.
Is there some way I can get them back? : Sad Sad
Well, a dead Beth is probably of no use - her dialog would probably not work properly if you tried to resurrect her.
As for Berna, did you by any chance get a clone of her when fixing the problems with Domehome and Balmora Expanded (there is a patch for these two mods on my site btw)? That would explain why she didn't teleport correctly.
You can try calling up the console and type:
1grem_cook->PositionCell -128.641 -1476.658 -760.666 0 "Balmora, Guild of Mages"
That should bring Berna to Mages Guild, and from there she should follow you where you want to take her. But she does of course not warp, so don't expect any excellent following behaviour from her.
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Posted by: Bobben
Post Posted: 07 Jul 2006 08:31 am Post subject: Berna Returns
That worked nicely. Berna appeared and I was able to lead her back to the Domehome.
Now, when people say "I'm starving. Let's ask Berna for a snack!" I don't feel she's missing.
Thanks again for your wonderfulsupport.
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Posted by: anais
Post Posted: 15 Sep 2006 05:29 pm Post subject:
I just noticed this thread so I'm late in answering.
I thought that I had lost Beth for good. Several days later, my char and Indiana were traveling up Foyada Mamaea to Ghostgate. We found a rather dowdy loking redhaired Dunmer woman chasing a Kagouti. Of course it was Beth.
While we were trying to figure out how to ptotect Beth on a trip back to Balmora, she killed a Flame Atronach with her bare hands...Well so much for the need to protect Beth. Just get her back home when you can.
There seems to be something glitchy in the Teleport rings at least in my games. (The same thing happened to Ingred Rems.)
If any of the Domehome staff are missing, try the foyada north of the Dwemer bridge. WARNING:They are probably merrily terrorizing the critters and they may be just a little bad-tempered about seeing you show up to "rescue" them.
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Posted by: USPrivateer
Post Posted: 03 Aug 2006 07:33 pm Post subject: Please come to the funeral....... Beth Gillian
The staff and new owner of the Domehome in Balmora regret to inform the community that Beth Gillian trajically died this afternoon when her script somehow stuck her in the middle of the now painfully hot NoM fire on the top floor. In lieu of flowers, please send information on how to revive a "dead" NPC, if possible.
On the more morbid side, I did take a few screenshots if anyone's interested in how this trajedy occured. Sad
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Posted by: LilKid
Post Posted: 03 Aug 2006 08:04 pm Post subject:
open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
Congratulation ... you are now a certificated necromancer Laughing
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Posted by: Emma
Post Posted: 05 Aug 2006 06:59 am Post subject:
LilKid wrote: open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
Congratulation ... you are now a certificated necromancer Laughing
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
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Posted by: intrepidacious
Post Posted: 05 Aug 2006 08:40 am Post subject:
Perhaps reloading a save (before she died) and then going into the cell and doing an RA might get her out of the fire?
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Posted by: USPrivateer
Post Posted: 05 Aug 2006 10:36 am Post subject:
Emma wrote: LilKid wrote: open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
* Congratulation ... you are now a certificated necromancer Laughing
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
Yes, I remember reading that from an earlier resonse of yours to someone else. I did go back and reload a save. I have also made NoM fires harmless. Have to take care of the staff.......
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Posted by: anais
Post Posted: 05 Sep 2006 08:41 am Post subject:
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
My char and her friends (Indiana James and Ingred Rems) had gone for some time. We left Beth at the Hlaalu manor talking to all of the Hlaalu aristocrats. She seems rather snobbish and well...
When we returned after clearing bandits from Zainsipilu I tried
summoning Beth using her "Call Servants" ring. She didn't show up. We couldn't find her at the Hlaalu manor and(using this thread) I just thought that she was gone forever.
Later my char(s) were going up the foyada from Fort Moonmoth to Ghostgate.We encountered a Khagouti being chased (I swear this on my mother's grave) by a rather dowdy Dunmer woman with bright red hair. Of course it was imperious Beth Gilian
We thought it would be a big problem getting her back to the Domehome, but she took on a Flame atronach barehanded and won.
Beth is now back at the Domehome cranking out potions and tyrannizing the other servants as usual.
I have no idea what happened but thank Arkatosh for wierd favors
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Posted by: Prince Maethis
Post Posted: 05 Sep 2006 02:00 pm Post subject:
Now for the real tragedy. We all need to stand and have a moment of silence for the dearly departed, Steve Irwin. Yes, the dream of many young girls across the world, and the hero of many young boys, died recently in the line of duty. He was in the ocean, and....he got slashed in the heart by the poison barb of a stingray. He was paralized instantly...and...he, died soon after....
Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
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Posted by: anais
Post Posted: 03 Sep 2006 07:03 pm Post subject: Not a major problem, but...
...When Ingred doesn't use her Marksmanship he skill level drops to zero. If I then tell her to use ranged weapons the level jumps to 200 after she shoots a couple of rats or whatever. The levels then seem to vary between 50 and about 150. I never seem to have an accurate idea of her Marksman skill level.
It's not a major problem because she's so good with a crossbow but I guess I'm just complaining.
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Posted by: Kateri
Post Posted: 04 Sep 2006 02:14 am Post subject: Re: Not a major problem, but...
anais wrote: ...When Ingred doesn't use her Marksmanship he skill level drops to zero. If I then tell her to use ranged weapons the level jumps to 200 after she shoots a couple of rats or whatever. The levels then seem to vary between 50 and about 150. I never seem to have an accurate idea of her Marksman skill level.
It's not a major problem because she's so good with a crossbow but I guess I'm just complaining.
Copied from my other post on this topic the other day! Wink
It's intentional - this is because her marksmanship level is determined by what fighting options you tell her to use. It's how you get her to switch weapons - tell her to only use melee, and her skill gets set to 0, to make her AI choose other weapons over bows. Ask her to use marksmanship, and it gets set to 200, to make her AI choose bows over other weapons.
So reporting her skill level can look a bit weird, and be misleading.
K.
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Posted by: anais
Post Posted: 06 Sep 2006 09:39 am Post subject: Re: Not a major problem, but...
Copied from my other post on this topic the other day!
It's intentional - this is because her marksmanship level is determined by what fighting options you tell her to use. It's how you get her to switch weapons - tell her to only use melee, and her skill gets set to 0, to make her AI choose other weapons over bows. Ask her to use marksmanship, and it gets set to 200, to make her AI choose bows over other weapons.
So reporting her skill level can look a bit weird, and be misleading.
K.
Thanks. Now I understand.
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Posted by: tiger8u2
Post Posted: 31 Dec 2006 06:13 pm Post subject: Doubling Doors in Dome Home
What does it mean when you get doubling doors?
I found them first in Dome Home....and now in Korana's Ascadian Cottage.
I've tried running Wyre Mesh and it deletes them...but they seem to come back.
Any suggestions?
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Posted by: The Wanderer
Post Posted: 01 Jan 2007 06:09 am Post subject:
There is quite a lot of good information on this subject on the web...
wrye.ufrealms.net/Wrye%20Mash.html#Doubling
www.angelfire.com/clone2/shadowsong
To name but two...
But basically it can/will happen when you change/update mods you are using in your saved games.
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Posted by: Spirited
Post Posted: 12 Jan 2007 03:30 pm Post subject: Possible request
I have been using Asgard (tribunal version) for this game.. It is sooooo huge but really well done! I just love it! I especially love the fans and the baths in each room..
My request is this..
Well for one I don't see the real purpose of the servants since all they do is stand around.. Atheri though sweet is really more eye candy than guard material..
Well how about this layout?
Long flight of stairs from near temple (that is already there)
nice courtyard (already there)
front door leading into (already there)
Master suite (instead of another 9 million stairs and a humongous olympic pool area )
door (already inside master suite) leading to study (instead of haunt)
really cool having one's own cavern but this mod has miles of area in that just doesn't get used at all..
Armory (already there) perfect and left as it is..
this would eliminate the following:
kitchen
wine storage
olympic pool
guest chambers
servant's quarters
asgard haunt
Would this be possible?
It would make it the perfect house if it was possible =s=
-------------------------------------
Posted by: Kateri
Post Posted: 12 Jan 2007 04:43 pm Post subject: Re: Possible request
Spirited wrote: I have been using Asgard (tribunal version) for this game.. It is sooooo huge but really well done! I just love it! I especially love the fans and the baths in each room..
My request is this..
Well for one I don't see the real purpose of the servants since all they do is stand around.. Atheri though sweet is really more eye candy than guard material..
Well how about this layout?
Long flight of stairs from near temple (that is already there)
nice courtyard (already there)
front door leading into (already there)
Master suite (instead of another 9 million stairs and a humongous olympic pool area )
door (already inside master suite) leading to study (instead of haunt)
really cool having one's own cavern but this mod has miles of area in that just doesn't get used at all..
Armory (already there) perfect and left as it is..
this would eliminate the following:
kitchen
wine storage
olympic pool
guest chambers
servant's quarters
asgard haunt
Would this be possible?
It would make it the perfect house if it was possible =s=
I'm sure it would be possible, and you are very welcome to try it!
I don't think Emma or anyone else would want to release a very altered version of Asgard, out of respect for Grumpy's creative vision, but I don't expect Grumpy would mind at all in principle if you wanted to alter things for yourself.
K.
-------------------------------------
Posted by: Spirited
Post Posted: 12 Jan 2007 07:36 pm Post subject:
Thank you =s= *
-------------------------------------
Posted by: osiris
Post Posted: 13 Jan 2007 03:26 am Post subject: Re: Possible request
Spirited wrote:
Well for one I don't see the real purpose of the servants since all they do is stand around..
Note that the staff is companionable as well as Atheri (i guess; as i spent more days in the master suite than with the staff lol;); you have to talk much with them for the companion options to pop - up. Smile
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Posted by: Emma
Post Posted: 13 Jan 2007 07:59 am Post subject:
Quote: I don't think Emma or anyone else would want to release a very altered version of Asgard, out of respect for Grumpy's creative vision, but I don't expect Grumpy would mind at all in principle if you wanted to alter things for yourself.
This is very true... out of respect of Grumpy's creative visions, I sincerely hope that people will not release any altered versions. But, quite naturally, each one can and should alter the mod as much as they wish for their own personal game. Smile
It is true that Atheri can be companionable, and the rest of the staff all have companion share, so that you can change their outfits. However, Atheri was made before Grumpy improved his original warping script, so compared to Beryl or Constance, she isn't quite as versatile or as good at following.
Grumpy also made another house-mod - Dome Home - which he asked me to re-release in a version where staff had been added. I have done so, and this staff is quite a lot more talkative and offers more services than the Asgard staff. There is also one full-fledged companion, Ingred, included, with Grumpy's latest warping script. All this staff can be moved to and settle down in any other housemod, including Asgard (if you use the Asgard-DomeHome patch to remove a little area conflict between the mods).
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Posted by: Spirited
Post Posted: 13 Jan 2007 04:11 pm Post subject:
This companion thing is really interesting.. Thank you all for answering..
If I was successful I would never release it.. I don't much like mucking with doors and teleports and stuff though =L=
I might try it some time .. Just for me =s=
==============================================
Posted by: sonya
Post Posted: 03 Jan 2008 07:56 am Post subject: NPC Schedule (Beta2)
I've started getting the following error when entering the Wolverine Hall exterior cell:
"script error: EXPRESSION in 1gr_WolverineHall_Script" Then "Right eval"
I'm pretty sure that I didn't always get this error, is this mod supposed to be excluded when Merged_Objects/Lists are created? What mods does it conflict with, if any? Has anyone else experienced this?
Thank You.
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Posted by: Emma
Post Posted: 03 Jan 2008 08:59 am Post subject:
The 1gr_ in the scriptname tells me that this indeed is an error from Grumpy's mod, as he always used the 1gr_ as a prefix.
During the 2,5 years that have passed since Grumpy passed away and I according to his wishes took over responsiblity for his mods, I haven't heard of any errors in Wolverine Hall by users of this mod. But I'm sure it's not supposedd to be used together with any merged_objects/lists (I generally strongly mistrust everything that merges contents from mods, and I know people have experienced severe and irreparable problems when merging dialogs). Most likely, there is a conflict either with your merging lists or with a mod that might remove or add npcs to the Wolverine hall.
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Posted by: sonya
Post Posted: 03 Jan 2008 09:04 am Post subject:
I've just finished testing the mod (NPC Schedules) without merged objects/lists and it still gives me the error. It must be a conflict with something else as I've used this mod almost as long as I've played without any errors. I'll try disabling mods and see if I can find it. *
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Posted by: Emma
Post Posted: 03 Jan 2008 09:12 am Post subject:
sonya wrote: I've just finished testing the mod (NPC Schedules) without merged objects/lists and it still gives me the error. It must be a conflict with something else as I've used this mod almost as long as I've played without any errors. I'll try disabling mods and see if I can find it.
Look for mods that affects npcs in Wolverine Hall. If a npc is removed or added there, it could interfere with the way Grumpy set up the scripts. Probably removal of or moving a certain npc.
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Posted by: Spirited
Post Posted: 19 May 2009 02:36 pm Post subject: The Mouldy HOrker
I found no front door on this inn which I've just downloaded from your site about 10 minutes ago.
also I got the following error in CS:
Quote: Item "common_shoes_06" not found on "de_p_chest_bertta".
Item "common_shirt_07" not found on "com_drawers_Grimdal".
Item "common_shirt_06" not found on "com_drawers_Grimdal".
Item "common_pants_07" not found on "com_drawers_Grimdal".
Item "common_pants_06" not found on "com_drawers_Grimdal".
Item "expensive_skirt_Mournhold" not found on "com_drawers_bertta".
Item "Expensive_shirt_Mournhold" not found on "com_drawers_bertta".
Duplicate "ex_imp_plat_01" (-174272,136864,64) in cell Fort Frostmoth from file BM_S_Inn.esp removed.
1 duplicate references were removed.
Just thought you might want to know =s=
I do have both Bloodmoon and also Tribunal installed and ticked off in the Launcher.
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-------------------------------------
Posted by: Spirited
Post Posted: 19 May 2009 05:19 pm Post subject:
Is no one here anymore?
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-------------------------------------
Posted by: Kateri
Post Posted: 19 May 2009 11:59 pm Post subject:
Well, Grumpy's not, no. Sad
And Emma's in Europe, and was likely asleep when you posted. The forum's not dead, but the chances are only Emma knows much about this mod, and she's very busy, so please leave it more than 3 hours before you get antsy. Wink
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Posted by: Emma
Post Posted: 20 May 2009 01:48 am Post subject:
As there aren't any errors in Moldy Horker itself, I believe there's probably a mod conflict. Or, are you by any chance using NOM? In that case, Moldy Horker is included in the NOM-package, and using both NOM and the separate Moldy Horker mod could probably trigger all kind of oddities.
Quote: Is no one here anymore?
Well, it's actually not like a payed position, you know. And certainly not one with 24 hrs/day service. Daytime in USA is in the middle of the night over here. And a lovely springday might be more suitable for outdoor activities than hanging over the computer. Besides, the mod creator for this mod - Grumpy - passed away 3 years ago. I try to support his mods, but I generally do have to look in the CS in order to answer to questions.
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-------------------------------------
* Posted by: Spirited
Post Posted: 20 May 2009 06:56 am Post subject:
No I don't have nom. I just downloaded the mod..
I thought you might want to know there is no door.. =shrug=
Do what you want..I fixed the mod myself.. Maybe having no door is in style now.
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[best_overa]
-------------------------------------
Posted by: osiris
Post Posted: 21 May 2009 11:30 am Post subject: Re: The Mouldy HOrker
Spirited wrote: I found no front door on this inn which I've just downloaded from your site about 10 minutes ago.
also I got the following error in CS:
<snip>
Strange. Do you know that I always had the same error as well, even with only a few conflict-free Vvardenfell mods loaded (like very simple housemods, for example)? I've never played NOM, too - I know that a copy of Moldy Horker has been incorporated in NOM from a long time.
How did you fixed the error? I had no idea where to investigate.
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Posted by: Spirited
Post Posted: 21 May 2009 11:42 am Post subject:
I simply added the missing front door and saved it again in the CS.
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-------------------------------------
Posted by: osiris
Post Posted: 21 May 2009 11:44 am Post subject:
Thanks. Will do the same for me as well. Smile
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Posted by: Tim
Post Posted: 26 Feb 2006 03:12 pm Post subject: DomeHome
Post by: thosrtanner on January 15, 2006, 13:06:16
--------------------------------------------------------------------------------
I downloaded this thisweekend- and it's a nice place (well, once I had realised I had manged to enable both the Morrowind and Tribunal versions - disabling one stopped the frame rate collapsing to less than 10FPS!). Anyway, could I ask why mod changes the slave bracers (it adds restore health and restore fatigue effects to them).
I modded the bracers back to the original and run through testool - which scrubbed quite a lot of other stuff as well. I'm not really that well educated in modding so I don't know whether that's a good or a bad thing, if anyone could comment. :help:
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Posted by: Emma
Post Posted: 26 Feb 2006 03:13 pm Post subject:
You are right - it DID change the slavebracer enchantment!! :shock:
I'm sorry - I have no idea why, as I didn't make the original housemod Confused - but I have fixed it now.
I suggest that you go and download a new rar-file - it has been updated on all places. TESTool is wellknown for screwing up dialog intense mods completely, which means that you should never use it on anything of mine. You have probably deleted half of the dialog as well as the changess to the enchantments. *
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Posted by: Tim
Post Posted: 26 Feb 2006 03:15 pm Post subject: RE: DomeHome
Post by: thosrtanner on January 15, 2006, 14:44:41
--------------------------------------------------------------------------------
Righto. Thanks.
==============================================
Posted by: Tim
Post Posted: 26 Feb 2006 03:18 pm Post subject: DomeHome compatability question
Post by: Elwyn on January 15, 2006, 15:19:36
--------------------------------------------------------------------------------
I have the house in Balmora from Morrowind Abodes which is right next to where this mod is. Will they be compatible, or, as I am thinking, I should not try using DomeHome because of the nearly identical locations?
Thanks!
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Posted by: Emma
Post Posted: 26 Feb 2006 03:19 pm Post subject: Re: DomeHome compatability question
Elwyn wrote: I have the house in Balmora from Morrowind Abodes which is right next to where this mod is. Will they be compatible, or, as I am thinking, I should not try using DomeHome because of the nearly identical locations?
Thanks!
I believe they will be completely incompatible, I'm afraid.
I have been usiing that Morrowind Abode, too, but removed it in favour for Domehome (which in my very biased opinion of course is even better Wink).
-------------------------------------
Posted by: Tim
Post Posted: 26 Feb 2006 03:22 pm Post subject: RE: DomeHome compatability question
Post by: Elwyn on January 16, 2006, 17:33:41
--------------------------------------------------------------------------------
OK, that helps: I will probably get rid of the old Abode (I am not all that attached to it, it's a convenient location) in favor of DomeHome: but first I have to find a temporary cache for all my stuff I have stashed in the house. I have a collection of ash statues, glass armor/weapons, and (my pride and joy) my helm collection! Plus books, keys, soul gems...etc.
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Posted by: Emma
* Post Posted: 26 Feb 2006 03:23 pm Post subject:
Elwyn wrote: OK, that helps: I will probably get rid of the old Abode (I am not all that attached to it, it's a convenient location) in favor of DomeHome: but first I have to find a temporary cache for all my stuff I have stashed in the house. I have a collection of ash statues, glass armor/weapons, and (my pride and joy) my helm collection! Plus books, keys, soul gems...etc.
Yes, that's like in real life, isn't it? The worst part with moving to a new place is that you have to pack and move all your stuff. As you cannot get a truck in Morrowind, I suggest that you go and get yourself some good companions to help you carry the loot out of the house. Wink
Maybe you should quick-start a new game with Domehome enabled and go and have a look there first, before you disable the abode from your ongoing game? I mean, it would be annoying if you found that Domehome didn't fit your taste at all, after you have removed all those items and changed house.
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Posted by: Tim
Post Posted: 26 Feb 2006 03:24 pm Post subject: RE: DomeHome compatability question
Post by: Elwyn on January 17, 2006, 21:28:41
--------------------------------------------------------------------------------
Both very good ideas, thanks!
==============================================
Posted by: intrepidacious
Post Posted: 21 Mar 2006 06:16 pm Post subject: Ingred has no head!
My father cleaned his save game of my house mod and of Domehome (since Ingred had stopped following him and no amount of other tricks like 'startcombat player' and so forth would work).
Ingred is back and behaves, but is headless. He cleaned the game of Domehome again and tried again, to no avail.
I checked out the thread regarding Laura being headless but the link you offered doesn't work any more (since it pointed to an elricm thread I guess).
Any suggestions for him? He was going to go back to an earlier save but I asked him to wait for now.
Thanks
_________________
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www.omashu.net/Elderscrolls/Intrepid/website/index.htm
Morrowind is the great equalizer -- it challenges both old systems and new.
-------------------------------------
Posted by: Emma
Post Posted: 21 Mar 2006 11:54 pm Post subject:
Hi,
Check part 2 and 3 in this pinned thread: forums.elricm.com/emma/viewtopic.php@t=696
about tips and trouble-shooting for companions Wink.
-------------------------------------
Posted by: intrepidacious
Post Posted: 22 Mar 2006 05:13 am Post subject:
Thanks. I looked down through the messages but my brain tends to skip past the pinned ones. BAD brain!
_________________
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www.omashu.net/Elderscrolls/Intrepid/website/index.htm
Morrowind is the great equalizer -- it challenges both old systems and new.
-------------------------------------
Posted by: intrepidacious
Post Posted: 25 Mar 2006 11:51 am Post subject:
Arrgh! Talking with my dad on the phone, following the instructions to clean the NPC-line, doing it on my PC also (I'm using an trash save that I know I don't need) just so that I can see roughly what he's seeing.
Everything is fine up to deleting. He sees the "NPC_" line that has the "1grem_Ingred" name in it, so I'm sure that's the one he has to delete. (My trash savegame didn't have that line but it did have a line for Laura so I was fiddling with that one.)
But the instructions say:
- "DELETE this line. Use the "delete"-tab. You will get a question
- if you really want to delete the line, say OK to this. "
What delete tab? Can't see a way to delete the line or mark it deleted. What am I missing?
I tried other things, like using the Delete key or Shift-Delete, but that just offers to set that line to "ignore", which is not what we want according to the instructions. It puts the "|" character in the Ignore column. Right-clicking doesn't bring up a popup menu.
Here's a screenshot if that helps -- you can see I tried just hitting the Delete key on the keyboard and said "yes" to the prompt, which marked it as Ignore. This is on my PC using a trash savegame file anyway.
gov.thebigride.net/sample.jpg
* _________________
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www.omashu.net/Elderscrolls/Intrepid/website/index.htm
Morrowind is the great equalizer -- it challenges both old systems and new.
-------------------------------------
Posted by: Tim
Post Posted: 25 Mar 2006 12:38 pm Post subject:
You're on the right track Intrepidacious, after that line is marked as Ignored, save the plugin. It will be deleted then. You can double check this by opening it again in the CS and verifying that the line you marked is gone.
If you have any more questions, just ask away Very Happy
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Posted by: intrepidacious
Post Posted: 25 Mar 2006 12:42 pm Post subject:
OK, thanks, didn't want to tell him to do that if there was a significance between "Ignore" and "Delete".
So I guess "Ignore" means for the game to ignore it when you load the savegame, so that when you then re-save, you end up with a save that doesn't have that line in it.
Really appreciate the help, my Dad was kinda stuck since Ingred seems to be his favorite companion, and a headless Ingred isn't exactly desirable. Very Happy
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Morrowind is the great equalizer -- it challenges both old systems and new.
-------------------------------------
Posted by: Tim
Post Posted: 25 Mar 2006 12:45 pm Post subject:
intrepidacious wrote: OK, thanks, didn't want to tell him to do that if there was a significance between "Ignore" and "Delete".
So I guess "Ignore" means for the game to ignore it when you load the savegame, so that when you then re-save, you end up with a save that doesn't have that line in it.
Really appreciate the help, my Dad was kinda stuck since Ingred seems to be his favorite companion, and a headless Ingred isn't exactly desirable. Very Happy
Actually, I think "Ignore" means for the CS to ignore that info when it saves the esp. In other words, when it is rebuilding the esp with the changes you made, ignore putting the info marked with the vertical line into the file.
I hope that makes sense Smile
==============================================
Posted by: Val
Post Posted: 09 Apr 2006 09:31 am Post subject: Error messages with Asgard 3.3
I get a warning everytime I start Morrowind ever since I installed Asgard 3.3. The warning txt file has the following info:
One of the files that "Clean Asgard3.3.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
Could this be a potentially fatal flaw that will corrupt a future save, if so, how do I fix it? In any event, it would be nice not to get an error msg each time I start the game.
BTW, I really love Asgard, particularly the armor mannequins.
-------------------------------------
Posted by: Emma
Post Posted: 09 Apr 2006 09:39 am Post subject: Re: Error messages with Asgard 3.3
Val wrote: I get a warning everytime I start Morrowind ever since I installed Asgard 3.3. The warning txt file has the following info:
One of the files that "Clean Asgard3.3.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
Could this be a potentially fatal flaw that will corrupt a future save, if so, how do I fix it? In any event, it would be nice not to get an error msg each time I start the game.
BTW, I really love Asgard, particularly the armor mannequins.
the first warning message only says that you have another version of the MW CD than the one Grumpy used when he created Asgard. this shouldn't cause any problem at all.
My guess for the other error messages is that you have more mods than Asgard that affects the same area of Balmora. If you look at the exteriors, you might possibly find some glitches or oddities. For instance, without the patch, youshould have problems using Asgard together with Balmora Expanded. Well, maybe not problems, but som oddities in how the area look.
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Posted by: Val
Post Posted: 09 Apr 2006 12:59 pm Post subject:
Thanks for the very timely response. I actually ran TES Tools and it cleared up the error messages. Everything is running great now. BTW, I am about to load up your Laura Craft mod as I start Tribunal today. I can't wait to see what that quest has to offer. I'm actually looking more forward to that than playing the Tribunal quests. Thank you so much for offering such quality mods and an awesome site to go with it. I just wish Grumpy was around so he could see how much enjoyment we are all getting out of his efforts.
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Posted by: Emma
Post Posted: 09 Apr 2006 01:31 pm Post subject:
Val wrote: * Thanks for the very timely response. I actually ran TES Tools and it cleared up the error messages. Everything is running great now. BTW, I am about to load up your Laura Craft mod as I start Tribunal today. I can't wait to see what that quest has to offer. I'm actually looking more forward to that than playing the Tribunal quests. Thank you so much for offering such quality mods and an awesome site to go with it. I just wish Grumpy was around so he could see how much enjoyment we are all getting out of his efforts.
Hope you will enjoy Laura's company Smile. But... please don't use TES-tool on her or any of my other mods! TEStool may be excellent in other aspects, but it breaks dialog intense mods like mine.
I also wish that Grumpy had been around to see that his work is still appreciated... I hope he still knew it when he passed away - and that he felt how love and respected he was in the ES-community Smile.
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Posted by: Val
Post Posted: 09 Apr 2006 02:55 pm Post subject:
Thanks for the heads-up. I'll shelve TESTools permanently.
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Posted by: Oubliette
Post Posted: 09 Apr 2006 09:03 pm Post subject:
Val wrote: Thanks for the heads-up. I'll shelve TESTools permanently.
Testool has it's uses. Like merging lists and cleaning mods of those gmst's, you just need to know how to use it and what to use it on Mr. Green
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Posted by: Emma
Post Posted: 10 Apr 2006 12:47 am Post subject:
I agree with Dark Diva - TESTool is a good tool - just keep it miles away from everything dialog related. Wink
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Posted by: Val
Post Posted: 24 Apr 2006 04:30 am Post subject: Domehome + Asgard = buried Asgard rear entrance
Is there a way to "move the dirt" that covers up the rear entrance to Asgard?
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Posted by: Emma
Post Posted: 24 Apr 2006 04:55 am Post subject: Re: Domehome + Asgard = buried Asgard rear
entrance Val wrote: Is there a way to "move the dirt" that covers up the rear entrance to Asgard?
Yes, use the patch, downloadable from my site... Wink
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Posted by: Val
Post Posted: 24 Apr 2006 03:26 pm Post subject:
Woot! Very Happy
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Posted by: Emma
Post Posted: 24 Apr 2006 03:33 pm Post subject:
Sorry, should have added a link: lovkullen.net/Emma/Domehome.htm
scroll down to the bottom.
There are fixes for both Domehome and Asgard and Domehome/Asgard and Balmora Expansion.
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Posted by: Val
Post Posted: 25 Apr 2006 02:25 pm Post subject:
Emma wrote: Sorry, should have added a link: lovkullen.net/Emma/Domehome.htm
scroll down to the bottom.
There are fixes for both Domehome and Asgard and Domehome/Asgard and Balmora Expansion. *
Thanks again. Had I read down when I downloaded Domehome, I would have found the link. It's kinda like my wife always tells me, "if it was a snake, it woulda' bit you".
-------------------------------------
Posted by: osiris
Post Posted: 12 May 2006 07:19 am Post subject: Re: Domehome + Asgard = buried Asgard rear entrance
Emma wrote:
Yes, use the patch, downloadable from my site... Wink
I haven't understood if this patch is for the only - Morrowind version or for the Tribunal version of Asgard...
I'm just curious: don't need other houses in Balmora! Wink Mr. Green
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Posted by: Emma
Post Posted: 12 May 2006 09:49 am Post subject: Re: Domehome + Asgard = buried Asgard rear
entrance osiris wrote: Emma wrote:
Yes, use the patch, downloadable from my site... Wink
I haven't understood if this patch is for the only - Morrowind version or for the Tribunal version of Asgard...
I'm just curious: don't need other houses in Balmora! Wink Mr. Green
For Tribunal version Wink
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Posted by: Val
Post Posted: 11 Jun 2006 04:42 pm Post subject: Duplicate doors
I've recently added some additional mods and after doing so I noticed that some of the interior doors in Domehome have been duplicated, particularly the bedroom doors. This has also happened with the glass display doors in Korana's Solsteim Castle. It is particularly annoying and I would love to know if there is a way to delete the duplicates. I thought maybe TEStools could be used to merge these objects, but it doesn't appear to work. Any ideas on how to fix this?
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Posted by: Kateri
Post Posted: 11 Jun 2006 05:00 pm Post subject:
Wrye Mash
It's a bit of a performance to get it up and running, but once it's set up, it's indispensible. I couldn't live/mod/play without it Smile
K.
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* Posted by: Val
Post Posted: 11 Jun 2006 09:08 pm Post subject:
Excellent. I've heard of the program - time to now put it to work. Thanks for the reply!
==============================================
Posted by: Dimeron
Post Posted: 19 Jun 2006 12:39 pm Post subject: attack of the clones, in the domehome
Hello, I seem to have run into this funny little problem.
Basiclly, I took the 3 servents from the domehome, Berna, Beth, and Meira to Canadianice's shop for an upgrade of uniform. When i returned to domhome, lo and behold, there are another berna, beth and meira in the home. So now I got 6 servents. So i'm just wondering, is there anyways to fix this problem and remove the clones.
Thanks.
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Posted by: Emma
Post Posted: 19 Jun 2006 12:47 pm Post subject: Re: attack of the clones, in the domehome
Dimeron wrote: Hello, I seem to have run into this funny little problem.
Basiclly, I took the 3 servents from the domehome, Berna, Beth, and Meira to Canadianice's shop for an upgrade of uniform. When i returned to domhome, lo and behold, there are another berna, beth and meira in the home. So now I got 6 servents. So i'm just wondering, is there anyways to fix this problem and remove the clones.
* Thanks.
Have you recently added new mods to your game? This sounds like a doubling bug with a corrupt save game, probably because of adding new mods and changing the load order. Can be fixed easily with Wrye Mash!
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Posted by: Bobben
Post Posted: 01 Jul 2006 03:02 am Post subject: Disappearing Domehome Staff. Can they be
replaced? Reading some of the Companion threads I was reminded that I've lost two of the staff from the Domehome.
I'd transferred them to another manor when I was having trouble between Domehome and Balmora Expanded. When I fixed that I called them back. Meira and Beth came back but Beth went feral and tried to kill me.
After two reloads Meira stabbed her to death while I was trying to dispel her. I figured sixth house dreams had got her and gave up on her. Berna just never reappeared at either location.
Is there some way I can get them back? : Sad Sad
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Posted by: Emma
Post Posted: 04 Jul 2006 12:20 pm Post subject: Re: Disappearing Domehome Staff. Can they be
replaced? Bobben wrote: Reading some of the Companion threads I was reminded that I've lost two of the staff from the Domehome.
I'd transferred them to another manor when I was having trouble between Domehome and Balmora Expanded. When I fixed that I called them back. Meira and Beth came back but Beth went feral and tried to kill me.
After two reloads Meira stabbed her to death while I was trying to dispel her. I figured sixth house dreams had got her and gave up on her. Berna just never reappeared at either location.
Is there some way I can get them back? : Sad Sad
Well, a dead Beth is probably of no use - her dialog would probably not work properly if you tried to resurrect her.
As for Berna, did you by any chance get a clone of her when fixing the problems with Domehome and Balmora Expanded (there is a patch for these two mods on my site btw)? That would explain why she didn't teleport correctly.
You can try calling up the console and type:
1grem_cook->PositionCell -128.641 -1476.658 -760.666 0 "Balmora, Guild of Mages"
That should bring Berna to Mages Guild, and from there she should follow you where you want to take her. But she does of course not warp, so don't expect any excellent following behaviour from her.
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Posted by: Bobben
Post Posted: 07 Jul 2006 08:31 am Post subject: Berna Returns
That worked nicely. Berna appeared and I was able to lead her back to the Domehome.
Now, when people say "I'm starving. Let's ask Berna for a snack!" I don't feel she's missing.
Thanks again for your wonderfulsupport.
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Posted by: anais
Post Posted: 15 Sep 2006 05:29 pm Post subject:
I just noticed this thread so I'm late in answering.
I thought that I had lost Beth for good. Several days later, my char and Indiana were traveling up Foyada Mamaea to Ghostgate. We found a rather dowdy loking redhaired Dunmer woman chasing a Kagouti. Of course it was Beth.
While we were trying to figure out how to ptotect Beth on a trip back to Balmora, she killed a Flame Atronach with her bare hands...Well so much for the need to protect Beth. Just get her back home when you can.
There seems to be something glitchy in the Teleport rings at least in my games. (The same thing happened to Ingred Rems.)
If any of the Domehome staff are missing, try the foyada north of the Dwemer bridge. WARNING:They are probably merrily terrorizing the critters and they may be just a little bad-tempered about seeing you show up to "rescue" them.
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Posted by: USPrivateer
Post Posted: 03 Aug 2006 07:33 pm Post subject: Please come to the funeral....... Beth Gillian
The staff and new owner of the Domehome in Balmora regret to inform the community that Beth Gillian trajically died this afternoon when her script somehow stuck her in the middle of the now painfully hot NoM fire on the top floor. In lieu of flowers, please send information on how to revive a "dead" NPC, if possible.
On the more morbid side, I did take a few screenshots if anyone's interested in how this trajedy occured. Sad
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Posted by: LilKid
Post Posted: 03 Aug 2006 08:04 pm Post subject:
open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
Congratulation ... you are now a certificated necromancer Laughing
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Posted by: Emma
Post Posted: 05 Aug 2006 06:59 am Post subject:
LilKid wrote: open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
Congratulation ... you are now a certificated necromancer Laughing
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
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Posted by: intrepidacious
Post Posted: 05 Aug 2006 08:40 am Post subject:
Perhaps reloading a save (before she died) and then going into the cell and doing an RA might get her out of the fire?
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Posted by: USPrivateer
Post Posted: 05 Aug 2006 10:36 am Post subject:
Emma wrote: LilKid wrote: open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
* Congratulation ... you are now a certificated necromancer Laughing
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
Yes, I remember reading that from an earlier resonse of yours to someone else. I did go back and reload a save. I have also made NoM fires harmless. Have to take care of the staff.......
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Posted by: anais
Post Posted: 05 Sep 2006 08:41 am Post subject:
open the console, press ~ key (above [tab] key), click on the corpse (while the console window is open) so you can see her ID at the top of the console window, type resurrect, [ENTER] she should have stand up now .. and greets you , type sethealth 100, [ENTER], close console (press ~ key again).
Congratulation ... you are now a certificated necromancer :lol:
Congratulation ... you are now a certificated necromancer :lol:
Be aware, though, that resurrection of npcs might affect the dialog, as the computer will remember that one instance of her is dead. I recommend reloading.
My char and her friends (Indiana James and Ingred Rems) had gone for some time. We left Beth at the Hlaalu manor talking to all of the Hlaalu aristocrats. She seems rather snobbish and well...
When we returned after clearing bandits from Zainsipilu I tried
summoning Beth using her "Call Servants" ring. She didn't show up. We couldn't find her at the Hlaalu manor and(using this thread) I just thought that she was gone forever.
Later my char(s) were going up the foyada from Fort Moonmoth to Ghostgate.We encountered a Khagouti being chased (I swear this on my mother's grave) by a rather dowdy Dunmer woman with bright red hair. Of course it was imperious Beth Gilian
We thought it would be a big problem getting her back to the Domehome, but she took on a Flame atronach barehanded and won.
Beth is now back at the Domehome cranking out potions and tyrannizing the other servants as usual.
I have no idea what happened but thank Arkatosh for wierd favors
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Posted by: Prince Maethis
Post Posted: 05 Sep 2006 02:00 pm Post subject:
Now for the real tragedy. We all need to stand and have a moment of silence for the dearly departed, Steve Irwin. Yes, the dream of many young girls across the world, and the hero of many young boys, died recently in the line of duty. He was in the ocean, and....he got slashed in the heart by the poison barb of a stingray. He was paralized instantly...and...he, died soon after....
Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
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Posted by: anais
Post Posted: 03 Sep 2006 07:03 pm Post subject: Not a major problem, but...
...When Ingred doesn't use her Marksmanship he skill level drops to zero. If I then tell her to use ranged weapons the level jumps to 200 after she shoots a couple of rats or whatever. The levels then seem to vary between 50 and about 150. I never seem to have an accurate idea of her Marksman skill level.
It's not a major problem because she's so good with a crossbow but I guess I'm just complaining.
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Posted by: Kateri
Post Posted: 04 Sep 2006 02:14 am Post subject: Re: Not a major problem, but...
anais wrote: ...When Ingred doesn't use her Marksmanship he skill level drops to zero. If I then tell her to use ranged weapons the level jumps to 200 after she shoots a couple of rats or whatever. The levels then seem to vary between 50 and about 150. I never seem to have an accurate idea of her Marksman skill level.
It's not a major problem because she's so good with a crossbow but I guess I'm just complaining.
Copied from my other post on this topic the other day! Wink
It's intentional - this is because her marksmanship level is determined by what fighting options you tell her to use. It's how you get her to switch weapons - tell her to only use melee, and her skill gets set to 0, to make her AI choose other weapons over bows. Ask her to use marksmanship, and it gets set to 200, to make her AI choose bows over other weapons.
So reporting her skill level can look a bit weird, and be misleading.
K.
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Posted by: anais
Post Posted: 06 Sep 2006 09:39 am Post subject: Re: Not a major problem, but...
Copied from my other post on this topic the other day!
It's intentional - this is because her marksmanship level is determined by what fighting options you tell her to use. It's how you get her to switch weapons - tell her to only use melee, and her skill gets set to 0, to make her AI choose other weapons over bows. Ask her to use marksmanship, and it gets set to 200, to make her AI choose bows over other weapons.
So reporting her skill level can look a bit weird, and be misleading.
K.
Thanks. Now I understand.
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Posted by: tiger8u2
Post Posted: 31 Dec 2006 06:13 pm Post subject: Doubling Doors in Dome Home
What does it mean when you get doubling doors?
I found them first in Dome Home....and now in Korana's Ascadian Cottage.
I've tried running Wyre Mesh and it deletes them...but they seem to come back.
Any suggestions?
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Posted by: The Wanderer
Post Posted: 01 Jan 2007 06:09 am Post subject:
There is quite a lot of good information on this subject on the web...
wrye.ufrealms.net/Wrye%20Mash.html#Doubling
www.angelfire.com/clone2/shadowsong
To name but two...
But basically it can/will happen when you change/update mods you are using in your saved games.
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Posted by: Spirited
Post Posted: 12 Jan 2007 03:30 pm Post subject: Possible request
I have been using Asgard (tribunal version) for this game.. It is sooooo huge but really well done! I just love it! I especially love the fans and the baths in each room..
My request is this..
Well for one I don't see the real purpose of the servants since all they do is stand around.. Atheri though sweet is really more eye candy than guard material..
Well how about this layout?
Long flight of stairs from near temple (that is already there)
nice courtyard (already there)
front door leading into (already there)
Master suite (instead of another 9 million stairs and a humongous olympic pool area )
door (already inside master suite) leading to study (instead of haunt)
really cool having one's own cavern but this mod has miles of area in that just doesn't get used at all..
Armory (already there) perfect and left as it is..
this would eliminate the following:
kitchen
wine storage
olympic pool
guest chambers
servant's quarters
asgard haunt
Would this be possible?
It would make it the perfect house if it was possible =s=
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Posted by: Kateri
Post Posted: 12 Jan 2007 04:43 pm Post subject: Re: Possible request
Spirited wrote: I have been using Asgard (tribunal version) for this game.. It is sooooo huge but really well done! I just love it! I especially love the fans and the baths in each room..
My request is this..
Well for one I don't see the real purpose of the servants since all they do is stand around.. Atheri though sweet is really more eye candy than guard material..
Well how about this layout?
Long flight of stairs from near temple (that is already there)
nice courtyard (already there)
front door leading into (already there)
Master suite (instead of another 9 million stairs and a humongous olympic pool area )
door (already inside master suite) leading to study (instead of haunt)
really cool having one's own cavern but this mod has miles of area in that just doesn't get used at all..
Armory (already there) perfect and left as it is..
this would eliminate the following:
kitchen
wine storage
olympic pool
guest chambers
servant's quarters
asgard haunt
Would this be possible?
It would make it the perfect house if it was possible =s=
I'm sure it would be possible, and you are very welcome to try it!
I don't think Emma or anyone else would want to release a very altered version of Asgard, out of respect for Grumpy's creative vision, but I don't expect Grumpy would mind at all in principle if you wanted to alter things for yourself.
K.
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Posted by: Spirited
Post Posted: 12 Jan 2007 07:36 pm Post subject:
Thank you =s= *
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Posted by: osiris
Post Posted: 13 Jan 2007 03:26 am Post subject: Re: Possible request
Spirited wrote:
Well for one I don't see the real purpose of the servants since all they do is stand around..
Note that the staff is companionable as well as Atheri (i guess; as i spent more days in the master suite than with the staff lol;); you have to talk much with them for the companion options to pop - up. Smile
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Posted by: Emma
Post Posted: 13 Jan 2007 07:59 am Post subject:
Quote: I don't think Emma or anyone else would want to release a very altered version of Asgard, out of respect for Grumpy's creative vision, but I don't expect Grumpy would mind at all in principle if you wanted to alter things for yourself.
This is very true... out of respect of Grumpy's creative visions, I sincerely hope that people will not release any altered versions. But, quite naturally, each one can and should alter the mod as much as they wish for their own personal game. Smile
It is true that Atheri can be companionable, and the rest of the staff all have companion share, so that you can change their outfits. However, Atheri was made before Grumpy improved his original warping script, so compared to Beryl or Constance, she isn't quite as versatile or as good at following.
Grumpy also made another house-mod - Dome Home - which he asked me to re-release in a version where staff had been added. I have done so, and this staff is quite a lot more talkative and offers more services than the Asgard staff. There is also one full-fledged companion, Ingred, included, with Grumpy's latest warping script. All this staff can be moved to and settle down in any other housemod, including Asgard (if you use the Asgard-DomeHome patch to remove a little area conflict between the mods).
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Posted by: Spirited
Post Posted: 13 Jan 2007 04:11 pm Post subject:
This companion thing is really interesting.. Thank you all for answering..
If I was successful I would never release it.. I don't much like mucking with doors and teleports and stuff though =L=
I might try it some time .. Just for me =s=
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Posted by: sonya
Post Posted: 03 Jan 2008 07:56 am Post subject: NPC Schedule (Beta2)
I've started getting the following error when entering the Wolverine Hall exterior cell:
"script error: EXPRESSION in 1gr_WolverineHall_Script" Then "Right eval"
I'm pretty sure that I didn't always get this error, is this mod supposed to be excluded when Merged_Objects/Lists are created? What mods does it conflict with, if any? Has anyone else experienced this?
Thank You.
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Posted by: Emma
Post Posted: 03 Jan 2008 08:59 am Post subject:
The 1gr_ in the scriptname tells me that this indeed is an error from Grumpy's mod, as he always used the 1gr_ as a prefix.
During the 2,5 years that have passed since Grumpy passed away and I according to his wishes took over responsiblity for his mods, I haven't heard of any errors in Wolverine Hall by users of this mod. But I'm sure it's not supposedd to be used together with any merged_objects/lists (I generally strongly mistrust everything that merges contents from mods, and I know people have experienced severe and irreparable problems when merging dialogs). Most likely, there is a conflict either with your merging lists or with a mod that might remove or add npcs to the Wolverine hall.
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Posted by: sonya
Post Posted: 03 Jan 2008 09:04 am Post subject:
I've just finished testing the mod (NPC Schedules) without merged objects/lists and it still gives me the error. It must be a conflict with something else as I've used this mod almost as long as I've played without any errors. I'll try disabling mods and see if I can find it. *
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Posted by: Emma
Post Posted: 03 Jan 2008 09:12 am Post subject:
sonya wrote: I've just finished testing the mod (NPC Schedules) without merged objects/lists and it still gives me the error. It must be a conflict with something else as I've used this mod almost as long as I've played without any errors. I'll try disabling mods and see if I can find it.
Look for mods that affects npcs in Wolverine Hall. If a npc is removed or added there, it could interfere with the way Grumpy set up the scripts. Probably removal of or moving a certain npc.
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Posted by: Spirited
Post Posted: 19 May 2009 02:36 pm Post subject: The Mouldy HOrker
I found no front door on this inn which I've just downloaded from your site about 10 minutes ago.
also I got the following error in CS:
Quote: Item "common_shoes_06" not found on "de_p_chest_bertta".
Item "common_shirt_07" not found on "com_drawers_Grimdal".
Item "common_shirt_06" not found on "com_drawers_Grimdal".
Item "common_pants_07" not found on "com_drawers_Grimdal".
Item "common_pants_06" not found on "com_drawers_Grimdal".
Item "expensive_skirt_Mournhold" not found on "com_drawers_bertta".
Item "Expensive_shirt_Mournhold" not found on "com_drawers_bertta".
Duplicate "ex_imp_plat_01" (-174272,136864,64) in cell Fort Frostmoth from file BM_S_Inn.esp removed.
1 duplicate references were removed.
Just thought you might want to know =s=
I do have both Bloodmoon and also Tribunal installed and ticked off in the Launcher.
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Posted by: Spirited
Post Posted: 19 May 2009 05:19 pm Post subject:
Is no one here anymore?
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Posted by: Kateri
Post Posted: 19 May 2009 11:59 pm Post subject:
Well, Grumpy's not, no. Sad
And Emma's in Europe, and was likely asleep when you posted. The forum's not dead, but the chances are only Emma knows much about this mod, and she's very busy, so please leave it more than 3 hours before you get antsy. Wink
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Posted by: Emma
Post Posted: 20 May 2009 01:48 am Post subject:
As there aren't any errors in Moldy Horker itself, I believe there's probably a mod conflict. Or, are you by any chance using NOM? In that case, Moldy Horker is included in the NOM-package, and using both NOM and the separate Moldy Horker mod could probably trigger all kind of oddities.
Quote: Is no one here anymore?
Well, it's actually not like a payed position, you know. And certainly not one with 24 hrs/day service. Daytime in USA is in the middle of the night over here. And a lovely springday might be more suitable for outdoor activities than hanging over the computer. Besides, the mod creator for this mod - Grumpy - passed away 3 years ago. I try to support his mods, but I generally do have to look in the CS in order to answer to questions.
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* Posted by: Spirited
Post Posted: 20 May 2009 06:56 am Post subject:
No I don't have nom. I just downloaded the mod..
I thought you might want to know there is no door.. =shrug=
Do what you want..I fixed the mod myself.. Maybe having no door is in style now.
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Posted by: osiris
Post Posted: 21 May 2009 11:30 am Post subject: Re: The Mouldy HOrker
Spirited wrote: I found no front door on this inn which I've just downloaded from your site about 10 minutes ago.
also I got the following error in CS:
<snip>
Strange. Do you know that I always had the same error as well, even with only a few conflict-free Vvardenfell mods loaded (like very simple housemods, for example)? I've never played NOM, too - I know that a copy of Moldy Horker has been incorporated in NOM from a long time.
How did you fixed the error? I had no idea where to investigate.
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Posted by: Spirited
Post Posted: 21 May 2009 11:42 am Post subject:
I simply added the missing front door and saved it again in the CS.
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Posted by: osiris
Post Posted: 21 May 2009 11:44 am Post subject:
Thanks. Will do the same for me as well. Smile
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